Your struggle seems to lie not in math, but in dealing with the concept of three,
as noted by WestLangley in his comment, you have the option to experiment with rotations or even construct a basic triangle which is the simplest approach
If you already have the equation for the plane, create 3 points to establish a triangle
// z=C+xD+yE
// I am assuming that the plane is not aligned with any axis
// and does not pass through the origin; otherwise, choose points differently
var point1 = new THREE.Vector3(-C/D,0,0);// intersecting point on x-axis
var point2 = new THREE.Vector3(0,-C/E,0);// intersecting point on y-axis
var point3 = new THREE.Vector3(0,0,C);// intersecting point on z-axis
Next, construct a new geometry as shown in How to make a custom triangle in three.js
var geom = new THREE.Geometry();
geom.vertices.push(point1);// adding vertices to geometry
geom.vertices.push(point2);
geom.vertices.push(point3);
// specifying that vertices 0,1,2 form a face = triangle
geom.faces.push( new THREE.Face3( 0, 1, 2 ) );
Create a simple material and incorporate it into a scene
var material = new THREE.MeshBasicMaterial({
color: 0xff0000, // RGB hex color for material
side: THREE.DoubleSide // prevent object from being hidden when viewed from behind
});
scene.add(new THREE.Mesh(geometry,material));
This should set you on the right path; feel free to add more triangles or expand its size by selecting points further apart